Hi Szabolcs,

about corrupted UVs.

I´m currently creating UVs for existing meshes and have
found a few things to watch for.

*It´s not a good idea to delete the source mesh directly
after pasting UVs onto a target. Freezing the target´s
modeling stack first is a lot better.

*I avoid referenced files/meshes in this workflow at all cost,
instead import, then copy or transfer, freeze, delete.

*If creating UVs using Unfold, freeze the mesh after unfolding
AND delete the Unfold OP from the mesh, including any leftover
cluster or samplegroup nodes, leaving you with only the "Sample"
and the "Unfold" entries - for that UV set. If you have other
UV sets you need, you obviously don´t want to delete those.

*If you want to use "Regularize", freeze the Unfold first to
avoid crashes and delete as in above, then use "Regularize".

*Unfold sometimes creates multiple UVsets, depending on if/wether
you had closed the Unfold Op window and reopened it. It´s very easy to
end up deleting the wrong UV set or having the wrong UV set
assigned in a texture node and think things broke.

In short:

Regularize and Unfold bite - there should be a freeze modeling in between.

Unfold will creat multiple UV sets when it´s window is closed and reopened.

Copying and pasting UVs means there´s a connection that needs freezing 
afterwards.


Cheers,


tim

P.S: Unfolding with >150 000 polys or donut like shapes will make Unfold think 
longer
and sometimes solve incorrectly. Just hit "Unfold and pack" again and add an 
extra
temp edge"cut" to bring down the shell size first.






On 06.07.2012 07:53, Szabolcs Matefy wrote:
Hey guys,

So it is sure it was not Species. I just referred to it because I have a 
species figure in my scene, and someone mentioned he had a rigged character 
causing the same issue.

I do not really know what was the issue, it’s impossible to backtrack, however 
a cool scene debugging lecture would come handy.

As for this specific scene, I have installed MoveNormal addon yesterday, tried 
it, but the result was bad, so I removed the operator from the object. The 
saved scene was unloadable
after this. Even when I removed the addon, and deleted everything that reminded 
me to have this addon, the scene was unloadable.

It would be nice to do something to avoid such cases. A more proper scene load 
manager would be the best. How? I do not know…I have some basic ideas, for 
example list the used
operators in the scntoc file? It would give some hint.

About the stability and data loss, it’s quite interesting thing. I have never 
ever met the issue our artist met, a scene after load has corrupted UVs. I’ll 
collect those scenes and
send for investigation.

Cheers

Szabolcs

*From:*[email protected] 
[mailto:[email protected]] *On Behalf Of *Eric Thivierge
*Sent:* Friday, July 06, 2012 3:35 AM
*To:* [email protected]
*Subject:* Re: WHATTA HELL???????

As an FYI, Species doesn't rely on any plugins except for the custom properties 
used for UIs so there shouldn't be any plugin issues related to it (that I know 
of). If you find
something please let me know so I can track it down.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

On Fri, Jul 6, 2012 at 1:28 AM, Szabolcs Matefy <[email protected] 
<mailto:[email protected]>> wrote:

Thanks for all the comments and help!

I managed to find an older crashsave, and I recovered the scene from it. I had 
Species rig in the scene, but it was working just fine, yet it removed it. I 
also had installed Move
Normal prior to the disaster, so I removed it also. The scene was not opening 
any on our computers.

I tend to believe what our artists say, SI 2013 line is cursed...they returned 
to 2012 SAP, and I am the sole 2013 user...


Cheers

Szabolcs


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